/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/


#ifndef _AI_H
#define _AI_H

#include <stdio.h>

#include "object.h"
#include "fvi.h"
#include "robot.h"

#define	PLAYER_AWARENESS_INITIAL_TIME		(3*F1_0)
#define	MAX_PATH_LENGTH						30			//	Maximum length of path in ai path following.
#define	MAX_DEPTH_TO_SEARCH_FOR_PLAYER	10
#define	BOSS_GATE_MATCEN_NUM					-1
#define	MAX_BOSS_TELEPORT_SEGS	100
#define	BOSS_ECLIP_NUM						53

#define	ROBOT_BRAIN	7
#define	ROBOT_BOSS1	17

#define ROBOT_FIRE_AGITATION 94

#define	BOSS_D2		21	// Minimum D2 boss value.
#define	BOSS_COOL	21
#define	BOSS_WATER	22
#define	BOSS_FIRE	23
#define	BOSS_ICE		24
#define	BOSS_ALIEN1	25
#define	BOSS_ALIEN2	26

#define	NUM_D2_BOSSES	8

extern ubyte	Boss_teleports[NUM_D2_BOSSES];		// Set byte if this boss can teleport
extern ubyte	Boss_spew_more[NUM_D2_BOSSES];		// Set byte if this boss can teleport
//extern ubyte	Boss_cloaks[NUM_D2_BOSSES];		// Set byte if this boss can cloak
extern ubyte	Boss_spews_bots_energy[NUM_D2_BOSSES];		//	Set byte if boss spews bots when hit by energy weapon.
extern ubyte	Boss_spews_bots_matter[NUM_D2_BOSSES];		//	Set byte if boss spews bots when hit by matter weapon.
extern ubyte	Boss_invulnerable_energy[NUM_D2_BOSSES];		//	Set byte if boss is invulnerable to energy weapons.
extern ubyte	Boss_invulnerable_matter[NUM_D2_BOSSES];		//	Set byte if boss is invulnerable to matter weapons.
extern ubyte	Boss_invulnerable_spot[NUM_D2_BOSSES];		//	Set byte if boss is invulnerable in all but a certain spot.  (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)

extern fix Boss_cloak_start_time, Boss_cloak_end_time;
extern int	Num_boss_teleport_segs;
extern short	Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
extern fix	Last_teleport_time;
extern fix 	Boss_cloak_duration;

extern ai_local	Ai_local_info[MAX_OBJECTS];
extern vms_vector	Believed_player_pos;
extern int Believed_player_seg;

extern void move_towards_segment_center(object *objp);
extern int gate_in_robot(int type, int segnum);
extern void do_ai_movement(object *objp);
extern void ai_move_to_new_segment( object * obj, short newseg, int first_time );
// extern void ai_follow_path( object * obj, short newseg, int first_time );
extern void ai_recover_from_wall_hit(object *obj, int segnum);
extern void ai_move_one(object *objp);
extern void do_ai_frame(object *objp);
extern void init_ai_object(int objnum, int initial_mode, int hide_segment);
extern void update_player_awareness(object *objp, fix new_awareness);
extern void create_awareness_event(object *objp, int type);			// object *objp can create awareness of player, amount based on "type"
extern void do_ai_frame_all(void);
extern void init_ai_system(void);
extern void reset_ai_states(object *objp);
extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
extern void create_all_paths(void);
extern void create_path_to_station(object *objp, int max_length);
extern void ai_follow_path(object *objp, int player_visibility, int previous_visibility, vms_vector *vec_to_player);
extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate);
extern void ai_turn_towards_vel_vec(object *objp, fix rate);
extern void init_ai_objects(void);
extern void do_ai_robot_hit(object *robot, int type);
extern void create_n_segment_path(object *objp, int path_length, int avoid_seg);
extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg);
extern void make_random_vector(vms_vector *vec);
extern void init_robots_for_level(void);
extern int ai_behavior_to_mode(int behavior);
extern int Robot_firing_enabled;
extern void create_path_to_segment(object *objp, int goalseg, int max_length, int safety_flag);
extern int ready_to_fire(robot_info *robptr, ai_local *ailp);
extern int polish_path(object *objp, point_seg *psegs, int num_points);
extern void move_towards_player(object *objp, vms_vector *vec_to_player);

//	max_length is maximum depth of path to create.
//	If -1, use default:	MAX_DEPTH_TO_SEARCH_FOR_PLAYER
extern void create_path_to_player(object *objp, int max_length, int safety_flag);
extern void attempt_to_resume_path(object *objp);

//	When a robot and a player collide, some robots attack!
extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
extern void ai_open_doors_in_segment(object *robot);
extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
extern void ai_reset_all_paths(void);	//	Reset all paths.  Call at the start of a level.
extern int ai_multiplayer_awareness(object *objp, int awareness_level);

//	In escort.c
extern void do_escort_frame(object *objp, fix dist_to_player, int player_visibility);
extern void do_snipe_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);
extern void do_thief_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);

#ifndef NDEBUG
extern void force_dump_ai_objects_all(char *msg);
#else
#define force_dump_ai_objects_all(msg)
#endif

extern void start_boss_death_sequence(object *objp);
extern void ai_init_boss_for_ship(void);
extern int Boss_been_hit;
extern fix AI_proc_time;

//	Stuff moved from ai.c by MK on 05/25/95.
#define	ANIM_RATE		(F1_0/16)
#define	DELTA_ANG_SCALE	16

#define	OVERALL_AGITATION_MAX	100
#define	MAX_AI_CLOAK_INFO	8	//	Must be a power of 2!

typedef struct {
	fix			last_time;
	int			last_segment;
	vms_vector	last_position;
} ai_cloak_info;

#define	BOSS_CLOAK_DURATION	(F1_0*7)
#define	BOSS_DEATH_DURATION	(F1_0*6)

#define	CHASE_TIME_LENGTH		(F1_0*8)
#define	DEFAULT_ROBOT_SOUND_VOLUME		F1_0

extern	fix	Dist_to_last_fired_upon_player_pos;
extern	vms_vector	Last_fired_upon_player_pos;
extern	int	Laser_rapid_fire;

#define	MAX_AWARENESS_EVENTS	64
typedef struct awareness_event {
	short 		segnum;				// segment the event occurred in
	short			type;					// type of event, defines behavior
	vms_vector	pos;					// absolute 3 space location of event
} awareness_event;

#define	AIS_MAX	8
#define	AIE_MAX	4

#define ESCORT_GOAL_UNSPECIFIED	-1

#define	ESCORT_GOAL_UNSPECIFIED	-1
#define	ESCORT_GOAL_BLUE_KEY		1
#define	ESCORT_GOAL_GOLD_KEY		2
#define	ESCORT_GOAL_RED_KEY		3
#define	ESCORT_GOAL_CONTROLCEN	4
#define	ESCORT_GOAL_EXIT			5

//	Custom escort goals.
#define	ESCORT_GOAL_ENERGY		6
#define	ESCORT_GOAL_ENERGYCEN	7
#define	ESCORT_GOAL_SHIELD		8
#define	ESCORT_GOAL_POWERUP		9
#define	ESCORT_GOAL_ROBOT			10
#define	ESCORT_GOAL_HOSTAGE		11
#define	ESCORT_GOAL_PLAYER_SPEW	12
#define	ESCORT_GOAL_SCRAM			13
#define	ESCORT_GOAL_EXIT2			14
#define	ESCORT_GOAL_BOSS			15
#define	ESCORT_GOAL_MARKER1		16
#define	ESCORT_GOAL_MARKER2		17
#define	ESCORT_GOAL_MARKER3		18
#define	ESCORT_GOAL_MARKER4		19
#define	ESCORT_GOAL_MARKER5		20
#define	ESCORT_GOAL_MARKER6		21
#define	ESCORT_GOAL_MARKER7		22
#define	ESCORT_GOAL_MARKER8		23
#define	ESCORT_GOAL_MARKER9		24

#define	MAX_ESCORT_GOALS	25

#define	MAX_ESCORT_DISTANCE		(F1_0*80)
#define	MIN_ESCORT_DISTANCE		(F1_0*40)

#define	FUELCEN_CHECK	1000

extern fix	Escort_last_path_created;
extern int	Escort_goal_object, Escort_special_goal, Escort_goal_index;

#define	GOAL_WIDTH	11

#define	SNIPE_RETREAT_TIME	(F1_0*5)
#define	SNIPE_ABORT_RETREAT_TIME	(SNIPE_RETREAT_TIME/2)	//	Can abort a retreat with this amount of time left in retreat
#define	SNIPE_ATTACK_TIME		(F1_0*10)
#define	SNIPE_WAIT_TIME		(F1_0*5)
#define	SNIPE_FIRE_TIME		(F1_0*2)

#define	THIEF_PROBABILITY	16384	//	50% chance of stealing an item at each attempt
#define	MAX_STOLEN_ITEMS 10		//	Maximum number kept track of, will keep stealing, causes stolen weapons to be lost!

extern int	Max_escort_length;
extern int	Escort_kill_object;
extern ubyte Stolen_items[MAX_STOLEN_ITEMS];
extern fix	Escort_last_path_created;
extern int	Escort_goal_object, Escort_special_goal, Escort_goal_index;

#ifndef NDEBUG
extern void create_buddy_bot(void);
#endif

extern int	Max_escort_length;

extern char *Escort_goal_text[MAX_ESCORT_GOALS];

extern void ai_multi_send_robot_position(int objnum, int force);

extern int	Flinch_scale;
extern int	Attack_scale;
extern byte	Mike_to_matt_xlate[];

//	Amount of time since the current robot was last processed for things such as movement.
//	It is not valid to use FrameTime because robots do not get moved every frame.

extern int	Num_boss_teleport_segs;
extern short Boss_teleport_segs[];
extern int	Num_boss_gate_segs;
extern short	Boss_gate_segs[];


//	---------- John: These variables must be saved as part of gamesave. ----------
extern int				Ai_initialized;
extern int				Overall_agitation;
extern ai_local			Ai_local_info[MAX_OBJECTS];
extern point_seg		Point_segs[MAX_POINT_SEGS];
extern point_seg		*Point_segs_free_ptr;
extern ai_cloak_info	Ai_cloak_info[MAX_AI_CLOAK_INFO];
extern fix				Boss_cloak_start_time;
extern fix				Boss_cloak_end_time;
extern fix				Last_teleport_time;
extern fix				Boss_teleport_interval;
extern fix				Boss_cloak_interval;					//	Time between cloaks
extern fix				Boss_cloak_duration;
extern fix				Last_gate_time;
extern fix				Gate_interval;
extern fix				Boss_dying_start_time;
extern byte				Boss_dying, Boss_dying_sound_playing;
extern fix				Boss_hit_time;
// -- extern int				Boss_been_hit;
//	---------- John: End of variables which must be saved as part of gamesave. ----------

extern int	ai_evaded;

extern byte	Super_boss_gate_list[];
#define	MAX_GATE_INDEX	25

extern int	Ai_info_enabled;
extern int	Robot_firing_enabled;


//	These globals are set by a call to find_vector_intersection, which is a slow routine,
//	so we don't want to call it again (for this object) unless we have to.
extern vms_vector	Hit_pos;
extern int			Hit_type, Hit_seg;
extern fvi_info		Hit_data;

extern int					Num_awareness_events;
extern awareness_event	Awareness_events[MAX_AWARENESS_EVENTS];

extern vms_vector		Believed_player_pos;

#ifndef NDEBUG
//	Index into this array with ailp->mode
extern char	*mode_text[18];

//	Index into this array with aip->behavior
extern char	behavior_text[6][9];

//	Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
extern char	state_text[8][5];

extern int Do_ai_flag, Break_on_object;

extern void mprintf_animation_info(object *objp);

#endif //ifndef NDEBUG

extern	int	Stolen_item_index;	//	Used in ai.c for controlling rate of Thief flare firing.

extern void ai_frame_animation(object *objp);
extern int do_silly_animation(object *objp);
extern int openable_doors_in_segment(int segnum);
extern void compute_vis_and_vec(object *objp, vms_vector *pos, ai_local *ailp, vms_vector *vec_to_player, int *player_visibility, robot_info *robptr, int *flag);
extern void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player);
extern int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip);
extern void ai_do_actual_firing_stuff(object *obj, ai_static *aip, ai_local *ailp, robot_info *robptr, vms_vector *vec_to_player, fix dist_to_player, vms_vector *gun_point, int player_visibility, int object_animates, int gun_num);
extern void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility);
extern void do_boss_stuff(object *objp, int player_visibility);
// -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility);
extern void ai_move_relative_to_player(object *objp, ai_local *ailp, fix dist_to_player, vms_vector *vec_to_player, fix circle_distance, int evade_only, int player_visibility);
extern void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type);
extern void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based);
extern void init_ai_frame(void);
extern void detect_escort_goal_accomplished(int index);
extern void set_escort_special_goal(int key);

extern void create_bfs_list(int start_seg, short bfs_list[], int *length, int max_segs);
extern void init_thief_for_level();




extern int Escort_goal_object;

extern int ai_save_state( FILE * fp );
extern int ai_restore_state( FILE * fp, int version );

extern int	Buddy_objnum, Buddy_allowed_to_talk;

extern void start_robot_death_sequence(object *objp);
extern int do_any_robot_dying_frame(object *objp);
extern void buddy_message(char * format, ... );

#define	SPECIAL_REACTOR_ROBOT	65
extern void special_reactor_stuff(void);

#endif
